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Razorpoint (GunGame VScript) v9

You know I love 128x128 vents and trains!

A weirdly symmetrical and assymetrical map set in a warehouse with tracks running through it! A new map made by yours truly, with Gungame being made by LizardOfOz! The second I found out this mode was released, I set out to make a map that I saw in my head with this mode in mind. Hopefully it's a fun map!

Credits:

Song is "Marine Method" by Pastyle.
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Author
Gravidea
Downloads
165
Views
552
First release
Last update
Category
Other Nonstandard Maps

Resource team

More downloads from Gravidea

Latest updates

  1. New Gungame Vscript Version!

    -Updated map with the most recent version of LizardOfOz's Gungame VScript; v9! -Removed music temporarily, as it is incompatible with the current version. It'll be back, don't worry!
  2. Razorpoint is nice I think.

    -Made the space between the two trains larger, making it impossible to get stuck on the outer walls when the trains run through the map. Bridges were adjusted to match this. -New ramp leading up to the jump pad near the turbines/generators. -Cut...
  3. How'd that get there?

    -Updated the map to remove ALL accidentally packed base TF2 assets. I also went through and wiped my entire Models and Materials folder, redownloading everything, so hopefully that won't happen again. -Removed a model that I couldn't find the...

Latest reviews

The most fun I've had in the Vscript version of Gun Game so far. I absolutely adore the roof area, feels awesome to play around and jump around and fight people in. I think there's some serious prop clutter on the lower floors but that can get fixed later. May be one too many floors but I do like the trains being a seperate play space; They would suck to play around in normal gameplay space. Currently an 8/10 in terms of Gameplay. Can't give the aesthetics a bump at the moment, it's all dev textures and all FLAT dev textures (which is lame).
Gravidea
Gravidea
Hi! I just wanted to say thanks for the kind words. Most of the issues you mentioned are going to be addressed, but I did want to elaborate on my reasoning for using flat textures. It's mostly a reason that has to do with my mindset. For me personally, I feel like the grid style of the original developer textures causes me to think too much about the grids. They cause me to try and align things to them, especially the 128 grids that are often used for walls.

When I see my textures aren't lined up or don't fit the scale, it bothers me immensely in a way I can't quite describe. I also spend a lot of time aligning separate textures with "treat as one" and facing them when I see them like this, which is time that could be better spent actually working on the map. Either way, this is obviously an alpha issue, and if the map is ever artpassed I will obviously not be using flat textures such as these. Just wanted to elaborate on the reasoning!